Uncharted : Drake's Fortune Review
Sunday, 12 April 2009 05:06

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First and foremost; Uncharted is one of the best games I've played in 2007, if not in the duration of my gaming career. Naughty Dog has a track record of solid games that look great and play great and their first step into the Playstation 3 generation does not disappoint.

 

GAMEPLAY

Nathan Drake is a treasure hunter operating in the deadly waters of modern day pirates and fellow treasure hunters. He believes himself to be a direct descendant of Sir Francis Drake and the player joins him as he finds Sir Drakes lost journal, a journal that Nathan hopes will lead him to Sir Drakes' hidden fortune. From this point, Nathan and his companions become stranded on an island, hunted by pirates and fellow treasure seekers, discovering its secrets and edging closer to the treasure. Let's get one thing out of the way here; if you don't like those characters that can't carry seventeen types of firearms, four different grenades and two types of kitchen sinks, this game might not be down your ally. Nathan Drake comes equipped with one 40 round pistol and one 40 round pistol only. All other weapons (ranging from AK's, To M-5s) must be procured on site, but there is a limit; Drake can carry only two guns and four grenades. Pair this with the Kill Switch/Gears of War cover system, and you have a game that not only plays well, but requires a level of strategy and planning.

Uncharted demands careful movement and precision aiming. While this might make the game sound slow or boring, it's far from it. The cover system is fluid, using 'O' Nathan rolls behind rocks, crates and pillars with ease, pops out to shoot quickly and dives from various cover locations with ease. Credit must be given to Naughty Dog here, the cover system mechanics work well under pressure, Nathan controls like a dime, diving behind the players chosen cover destination without fuss and doesn't have to be hard up against a rock or pillar to shift into cover position. The layout of the combat areas within Uncharted are well thought out, players always have a number of available options if they feel hemmed in by the enemies, but of course, with the increase in difficulties, the margin of available safe options quickly decreases.

 

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Weapons are distinct in their sounds and feel; the AK and Desert Eagle react appropriately with recoil and grenades explode with kick. All firearms feel tight in their responsiveness with L3 giving players the option of left or right over the shoulder view, while grenades benefit from a control scheme supplemented by the SIXAXIS; the left analogue controls Nathan's movement (except when behind cover), the right, direction and the SIXAXIS controls the pitch. This setup keeps the screen centred firmly on the action and doesn't remove the player, it's an ingenious setup and allows quick and precise grenade throwing when in a tight squeeze.

 

Gun combat isn't the only form of attack in Nathan's arsenal. If players are running short on bullets, or if enemies are too close to shoot at, they can initiate a fist fight. Downing an enemy in hand to hand combat using one of the fist and pistol combos will not only conserve bullets, but will reward Nathan with a few extra if he happens to be running short. Hand to hand combat is varied and satisfying, different button presses and timing will alter the combo and Nathan will drop the enemy with some smart alec comments. It's a shame then that such a simple and effective system becomes so useless in the later levels and higher difficulties. You'll find hand to hand combat just isn't feasible in many situations and although this reflects the increase in danger and strength of the new enemies, it's still a shame.

 

Naturally a treasure hunt requires three things; climbing, puzzles and exploration, all of which you'll encounter in Uncharted. Climbing works as it should, Nathan is able to shimmy across ledges, jump between gaps and swing from vines with ease but Naughty Dog attempts to both aid the player and spice things up by using a dynamic camera. The camera spins around Nathan during climbing sections to give a kind of unofficial hint, pointing at the general direction, or indeed the specific location he should jump towards. In other sections, like when jumping down or swinging across a vertical wall, the camera will angle or fall below Nathan for a more dramatic view point, this works great in theory, but in some cases, most noticeable in the vine sections, it can actually hinder the player by denying them the ability to properly judge the distance Nathan is going to make. This never becomes too much of an issue however as the game will always reset the player at, or very near to where they died. Say good bye to repeating entire climbing or shooting sections again as a result of dying. Puzzles appear periodically throughout and many, actually all, are very simple and don't present too much of a challenge. On reflection, there isn't very many either and save for one or two of the larger puzzles, you'll hardly notice them at all. Puzzle nuts may be disappointed, but the lack of the truly mind breaking puzzles keeps the focus squarely on the action. Exploration is one area that Uncharted, unfortunately, draws up slightly short. Areas are well varied and large, but apart from the actual areas of gameplay, there isn't much else to the environment. It's akin to Final Fantasy X in that the areas are linear; simply acting as a vehicle for the player to enter into, admire, fight and continue onwards.

 

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Uncharted takes a minimalist approach to health bars; there isn't one. Nathan is only able to sustain a number of consecutive hits before the screen drains of colour, the sound of a heart beat overlaying all sound effects and DualShock 3 rumbling in sync. Take a hit while in this state and its game over. It's a new approach to health, and one that works quiet well in Uncharted. The limited arsenal, cover mechanics and health system force the player to assess, react to and reassess the actions of the enemies; loitering around out of cover, waiting for the perfect shot will quickly have one on the brink of death. You'll soon find yourself constantly adjusting to the situation, diving from block to pillar and back again trying to ward off the aggressive AI. Enemies will make the best of their situation; they'll fan out to surround you, flush you out with grenades and make full use of their weaponry (the shotgun wielding enemies will often try to get as close as they can to nail you in the face) and it's all incredibly fulfilling when you start downing them with consecutive headshots.

 

One may be forgiven of accusing Uncharted of doing too much, but the truth of the matter is, the game pulls off all its mechanics with a high level of quality. The controls are never messy, the weapons are all individual and useful and you'll never be left wanting for a good cover position. Uncharted doesn't attempt to reinvent the wheel, instead it blends a number of tried and tested mechanics, polishes them up, and merges them together into one extremely enjoyable package.

 

 

Graphics

 

Uncharted runs at a steady 30fps in native 720p, there's never slowdown but there is some obvious screen tearing in particular portions of the game and this becomes more apparent as you increase the resolution output. Screen tearing aside, Uncharted is one beautiful experience. The island is home to some incredibly detailed environments, wind will blow through the grass and trees randomly, buildings are aged and crumbling and water is in abundance everywhere. You can hardly fault the energy Naughty Dog has invested into the environment and it shows; Uncharted is beautiful.

 

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Character models are also quite detailed, not only in look, but in movement. Nathan moves with an amazing level of fluidity; whether rolling, diving, jumping, climbing or swimming, it's never jerky and he'll shift naturally from one action to the next. This extends to all character models, no matter what situation they find themselves in. Uncharted prides itself on the small details, the wind gently pushing through the trees, the suns' rays peeking through the foliage and it's this attention to detail that really makes the game shine. Nathan becomes visibly annoyed or frightened when in a fight, he'll cower behind cover, scowl when he's being shot at or smirk after dropping an enemy unconscious. Enemies will dive behind cover, approach you with weapons leveled, concentration visible on their faces, they'll shoot at Nathan from different positions and stances, hop around when they're shot in the foot, flail backwards when hit in the chest or plummet to the ground after a successful headshot. Nathan becomes visibly drenched after wading or swimming through water (although the actual splash effect could've used some work, the water itself is fantastic) and AI companions, Elena and Scully react realistically to situations; running back to safe cover or cringing when a grenade is thrown.

 

Its small details, but they quickly add up to create a fully immersive experience and it's this level of dedication that makes the entire experience that much more enjoyable.

Sound

 

Uncharted is supported by a movie like soundtrack from Greg Edmonson, composer for the short lived Firefly series. Music will fade in with action and fade out when danger passes, or will kick in when something important occurs. It's a solid soundtrack (available directly from the iTunes store) full of interesting instruments and atmosphere that perfectly supplement Uncharteds' style.

 

Voice acting is incredibly solid throughout. Characters interact with one another believably; Scully and Nathan will rib on each other, Elena will offer directions, enemies will communicate with each other about Nathans whereabouts and ammunition levels, threatening him all the while and Nathan himself will mutter when he downs an enemy or comes across a situation that annoys him.

 

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Weapons and explosions sound as they should, with explosions graded by their proximity to the players' position. Having a grenade detonate near to Nathan will result in a ringing, with other sounds muted until the ringing subsides. Again, small details, but it really heaps to make the game.

 

Value

 

Uncharted is a solid experience, but clocking in at an average 8 hours a playthrough, players may find themselves wary of a purchase. Naughty Dog has anticipated these concerns and stuffed Uncharted with 4 difficulty levels, 61 treasures to find and over 30 medals to collect (which now also double as trophies with the recent patch). Unlockables range from the simple, such as behind the scenes interviews, to the useful, selecting a preferred weapon during a fire fight, to the weird and wonderful, including screen flipping, different render modes and various selectable character models. It brings back the 'collecting' side of games in a big way and is a welcome and entertaining addition to a game that is slightly too short and linear.

 

 

Conclusion

 

Uncharted delivers what a single player game should be; it's pure fun, a pleasure to play and has enough substance in unlockables and gameplay to keep the player interested. It's a game with a few short fallings, but at the same time, it offers an experience that is unparalleled, unless you're willing to trample around an island in your own time.

Gameplay 8/10

Solid and varied gameplay mechanics create a seamless experience.

Graphics 8.5/10

Some graphical hitches, but an unwavering framerate, beautiful environments and detailed character animation excel in creating an immersive experience

Sound 8/10

An excellent musical score supports a game with already high production values.

Value 8.5/10

Multiple difficulty levels, a truck load of medals to earn and rewards to unlock guarantees multiple playthroughs.

 

Overall 8/10 

Naughty Dogs' first foray into Playstation 3 gaming is an excellent one. It's a game with very few issues and players will appreciate the immersive and enjoyable single player experience it provides.

 

Pros:

  • Solid and enjoyable gameplay mechanics
  • Detailed character models with high levels of animation
  • Compelling story and terrific characters

 

Cons:

  • Screen tearing is apparent on higher resolutions
  • At 8 hours, the game is too short, especially if you aren't enticed by a further playthrough.


Reviewed By Ben. S

 

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